D&D 5e Tweaks & Fixes: Rogue Revised v1.1

by KireExion

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D&D 5e Tweaks & Fixes

Rogue Revised v1.2

By KireExion (a.k.a, u/Kire-Ikasu)

Preface

This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are simply to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game.

Use as many or as little of these revisions as you like while keeping the overall balance of your game in mind. The Dungeon Master has final say on whether or not any of this material can be implemented into your game.

Base Class Features

Sources: Player's Handbook & Tasha's Cauldron of Everything.

  • Steady Aim: Re-written
  • Slippery Mind: Improved
  • Stroke of Luck: Improved

Steady Aim

(Re-written and re-located 3rd level feature)

At 2nd level, you can use your bonus action to ignore half cover and remove disadvantage to attack on the next attack roll you make on the current turn.

You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Slippery Mind

(Improved 15th level feature)

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Additionally, you can't be Charmed and your thoughts can't be read by magic or other means unless you allow it.

Stroke of Luck

(Improved 20th level feature)

At 20th level, you have an uncanny knack for succeeding when you need to.

If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check or a saving throw, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Assassin

Source: Player's Handbook.

  • Bonus Proficiencies: Unchanged
  • Assassinate: Unchanged
  • Infiltration Expertise: Replaced
  • Impostor: Replaced
  • Death Strike: Unchanged

Imposter's Subterfuge

(Replaces 9th level "Infiltration Expertise" feature)

At 9th level, you become an unerring expert in impersonation and infiltration, granting you the following benefits:

  • Over the course of an hour, you can craft a disguise identical to a humanoid creature that you have seen. To do so you must have a disguise kit and must be observing the creature as you craft the disguise or have observed the creature for at least one hour. To see through your disguise, a creature must succeed on an Intelligence (Investigation) or a Wisdom (Insight) check, contested by your Charisma (Deception) check.

  • You have advantage on Charisma (Deception) checks to pretend to be another humanoid creature while you have assumed a disguise.

  • You can easily conceal up to two light weapons within each of your disguises and creatures have disadvantage on Intelligence (Investigation) checks to find them as long as there is enough material to cover them.

  • While wearing an appropriate disguise, you benefit as if you were hidden on weapon attacks against creatures deceived by your disguise.

Assassin's Venom

(Replaces 13th level "Imposter" feature)

At 13th level, you have become an expert in crafting and handling poisons, granting you the following benefits:

  • The DC to resist Poisons you craft or inflict through injury is now 8 + your PB + your Intelligence modifier, unless the DC is already higher.

  • You can apply an injury poison to your weapon as a bonus action.

  • When you administer an injury poison while hidden, the target has disadvantage on the first saving throw against it.

  • You can choose for the poisons you craft to deal necrotic damage instead of poison damage.

Inquisitive

Source: Xanather's Guide to Everything.

  • Ear for Deciet: Unchanged
  • Eye for Detail: Re-wrriten
  • Insightful Fighting: Improved
  • Steady Eye: Unchanged
  • Unerring Eye: Unchanged
  • Eye for Weakness: Unchanged

Eye for Detail

(Re-written 3rd level feature)

Starting at 3rd level, you can use the search action as a bonus action. As a part of this bonus action you can make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

A creatures you have successfully spotted, whether hidden or invisible, does not impose disadvantage on attack rolls that you or your allies that can see or hear you make against that creature until the start of your next turn.

Unerring Eye

(Re-written 13th level feature)

At 13th level, your senses are almost impossible to foil.

As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest.

Eye for Weakness

(Re-written 17th level feature)

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement.

If you land a sneak attack against a creature while your Insightful Fighting feature applies to it, the damage dealt by your sneak attack ignores resistances and immunities.

Mastermind

Source: Xanather's Guide to Everything.

  • Master of Intrigue: Unchanged
  • Master of Tactics: Improved
  • Insightful Manipulator: Unchanged
  • Misdirection: Improved
  • Soul of Deceit: Improved

Master of Tactics

(Improved 3rd level feature)

Starting at 3rd level, your cunning allows you to skillfully direct your allies. As a bonus action, choose one creature that you can see within 60 feet of you. If it can hear you, you grant it one of the following benefits until the end of its next turn:

  • Assist. The target receives the benefit of the help action, which can be used to aid it in attacking a creature within 60 feet of you that you can see instead of 5 feet.

  • Retreat. The target receives the benefit of the disengage action.

Master of Misdirection

(Re-written 13th level feature)

Starting at 13th level, your quick wit allows you to anticipate attacks, allowing you to redirect others into or out of harm's way.

Warn. When an ally within 60 feet of you is attacked or is forced to make a Dexterity saving throw, you can use your reaction to grant it the benefits of the dodge action for that instance. A creature must be able to see or hear you to gain this benefit.

Redirect. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit

(Re-written 17th level feature)

Starting at 17th level, your words gain an almost unnatural power to mislead and confuse others.

No matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Additionally, as an action, you can make a Charisma (Deception) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against you and can't make opportunity attacks against you for 1 minute or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, the creature has disadvantage on Wisdom (Perception) checks and Wisdom (Insight) checks for 1 minute. This effect ends immediately if you or your companions do anything harmful to it.

If your check fails, the target can't be deceived by you in this way for 24 hours.

Scout

Source: Xanather's Guide to Everything.

  • Skirmisher: Improved
  • Survivalist: Unchanged
  • Superior Mobility: Replaced
  • Ambush Master: Unchanged
  • Sudden Strike: Unchanged

Skirmisher

(Improved 3rd level feature)

Starting at 3rd level, you are quick and difficult to pin down in a fight. Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Also, as a reaction, you can move up to half your speed without provoking opportunity attacks when an enemy ends its turn within 5 feet of you or after an attack misses you.

Scout Tactics

(Replaces 9th level "Superior Mobility" feature)

At 9th level, your training within the wilderness grants you the following benefits:

Hunker Down. You've learned how to make cover more effective; you gain the benefits of three quarters cover while you're behind half cover.

Lead Ambusher. Using silent hand motions, unsuspecting bird calls or similar, you can grant advantage on Dexterity (Stealth) checks to creatures of your choice within 30 feet of you so long as you and the targets are not Incapacitated, Blinded or Deafened.

Changelog

  • Changed Inquisitive's "Eye For Weakness" feature to ignore resistance and immunity instead of inflicting disadvantage on an ability check.
  • Removed changes to Inquisitive's "Insightful Fighting"
  • Altered Mastermind's "Master of Tactics" to use a bonus action to grant an ally the benefit of the help or disengage action.
  • Improved Slippery Mind to allow Rogue to choose between Int or Cha save prof if wis save is already taken. Additionally, the feature now allows Rogue's to avoid the charmed condition and having their mind read.
  • Improved Scout's "Skirmisher" feature to allow movement after a missed attack in addition to an enemy ending its turn within 5 feet of the rouge.
  • Re-written Steady Aim to remove disadvantage and ignore half cover instead of granting advantage to attack. Moved feature to 2nd level.
  • Replaced Scout's "Superior Mobility" with "Scout Tactics" and transferred speed increase to 3rd level.
  • Replaced changes to 9th and 13th level Assassin features with "Imposter's Subterfuge" and "Assassin's Venom" respectively.
Credits
  • Inspired by and adapted from “Assassin Revised” by /u/blueisherp, "Mastermind Revised" by Frootbat "Rougish Archetypes" by LaserLlama, and "Martial Power" by Badooga.
  • Made with GM Binder
Kire Exion | Rogue Revised
 

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